Re: [Mesa3d-dev] Re: using OpenGL to implement a window manager
Allen Akin <[email protected]> Fri, 23 Apr 2004 18:09:24 -0700
| Newsgroups | gmane.comp.freedesktop.xserver,gmane.comp.video.mesa3d.devel |
|---|---|
| Message-ID | <[email protected]> |
On Fri, Apr 23, 2004 at 05:33:27PM -0700, Keith Packard wrote: | I think there are four choices: | ... There are more, depending on the level of underlying hardware support you want to require (or simulate). For example, a few months ago I suggested that the window system could generate a vertex-program subroutine that returns the partial derivatives of the window-to-screen transformation at any vertex. This is enough information for a transformation program supplied by the client to tesselate however it would like. Everything's sharp, no display lists are required, and tessellation policy is kept out of the server. You'd need to think hard about the representation you pass to the server (perhaps convex primitives bounded by a fixed number of splines) and several other issues that I haven't thought through. But this is the kind of approach that's open to you if you design for a programmable graphics system. Allen